Age | Commit message (Collapse) | Author | Files | Lines |
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Change is tested.
Reviewed-by: bjorn.
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Reviewed-by: Ablu.
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Reviewed-by: bjorn.
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- shows manaserv skills at all
- shows the progress bar for manaserv skills again
- shows the level for this skills (server side patch needed)
TODO: URGENT: Fix attributes and skills getting stored in same list.
Reviewed-by: Bertram.
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Reviewed-by: bjorn.
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The window menu (the row of buttons at the top right in game) was
displayed 3 pixels left of where it should be, which makes the setup
button jump 3 pixels left when logging in.
Reviewed-by: Ablu
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Mantis-Issue: 423
Reviewed-by: Thorbjørn Lindeijer
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They are no longer sent as fixed-length string since this doesn't work
when the new protocol debugging mode is used.
Reviewed-by: Ben Longbons
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This makes the client able to send and receive messages sent in debugging
mode, where the contents of the messages are annotated.
For messages sent from the client the debugging mode is currently always
enabled. Later on this could be an internal option or controlled from the
server side.
Reviewed-by: Erik Schilling
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There wasn't a whole lot gained by sharing a common base class, and it makes
extending the manaserv Message{In,Out} classes with a debugging mode
unnecessarily complicated.
Reviewed-by: Yohann Ferreira
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Also, since GCC 4.7 there is a binary compatibility issue when linking with a
Guichan that was not compiled in C++11 mode. This commit also allows compiling
with GCC 4.7 with C++11 mode turned off.
Reviewed-by: Erik Schilling
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- kick code untested because no kick button exists yet
Reviewed-by: bjorn.
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Reviewed-by: bjorn.
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Reviewed-by: bjorn.
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The tmwa/BeingHandler was adjusting the effect id rather than the emote
id, causing it to not find the last emote (and the rest of the emotes
only worked correctly because the effect ids were consecutive in the same
order as the emote ids).
Furthermore, the EmoteShortcutContainer refused to draw the icon for the
last emote due to an off-by-one error in dealing with the 1-adjusted
emote ids used by the EmoteShortcut class.
Also cleaned up some old remains of a player ignore strategy that used
to use the two balloon emotes (this had been their original purpose).
Reviewed-by: Erik Schilling
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The Windows releases have not been properly identifying themselves, and
it seems to be due to a compiler issue, as discovered by Stefan Dombrowski
(@cody). He did a similar change but didn't push it anywhere so I've redone
it.
The line that is now split up was very preprocessor-heavy, which may have
been part of the problem, but we'll probably never know what it was
exactly.
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Reviewed-by: Thorbjørn Lindeijer
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Also added Xcode project for others to compile for Mac OSX.
Reviewed-by: Thorbjørn Lindeijer
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This is in order to still support older compilers, in particular GCC 4.2.1,
so that Mana may be compiled for Maemo 5.
Reviewed-by: Yohann Ferreira
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When creating a custom server entry, the default port is used if no
other port is specified.
Reviewed-by: Thorbjørn Lindeijer
Mantis-issue: 464
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Added a black background for maps that are smaller than the screen resolution
and centered them on screen.
Reviewed-by: Thorbjørn Lindeijer
Mantis-issue: 193
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It makes no sense to mark a return value as const when it is returned by
value. This only makes sense if the return value is passed by reference, in
order to prevent the receiver from modifying the value.
Also made some other small adjustments. A std::string does not need to be
initialized to "" explicitly and getSafeUtf8String could take its parameter by
reference.
Reviewed-by: Yohann Ferreira
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Reviewed-by: bjorn.
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Mix_LoadMUS_RW was added with SDL_mixer 1.2.9.
Reviewed-by: Erik Schilling
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One of the sound channels is reserved for notification sounds, of which the
volume can be configured separately. Currently, the only notification sound
that is played is for receiving whispers. That can be extended later.
The newmessage.ogg sound used currently is the one for receiving a message
with the Psi instant messenger.
Parts of this patch are based on the new message notification in ManaPlus.
Reviewed-by: Erik Schilling
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Wrong define was used in the code.
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Before it was a bit tricky to select the a being if there are two others around.
I fixed this by going through all sprites and looking for the closest one to the
mouse.
Reviewed-by: bjorn.
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I tested it with the Towel and the Wedding Ring
on the testing server.
Spotted-by: Jenalya, cody.
Reviewed-by: Erik Schilling
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Reviewed-by: Ablu and Bjorn
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The thanks messages got removed, because they are useless and when
selling many items they completely trashed the chat.
In Mana 0.5 this was already fixed, see commit
13c4a1131854887ac9ec83f80c7964f6b2949c87.
Reviewed-by: Ablu
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This getDrawOrder hack is no longer necessary. It basically moved to
the ActorSprite, in the other direction.
Reviewed-by: Erik Schilling
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This was improperly done because of possible differences
in the actual victim position, due to server lag.
Spotted-by: cody
Reviewed-by: Thorbjørn Lindeijer
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On the fringe layer, actors are drawn 'sorted' together with the tiles. When
the sorting order was separated from the actual Y position of the actor, the
tile drawing loop was not adapted to take this drawOrder into account rather
than the plain Y position.
Also, ActorSprite::draw was applying a half-tile offset to position the sprite
at the bottom while the logical position of the actor is at the center of the
tile. However, it failed to override getDrawOrder to account for this offset,
causing actors to get drawn earlier than they should (and thus being overlapped
by fringe layer tiles when they actually shouldn't).
This fixes drawing glitches with the paths around Hurnscald and reduces the
glitches when walking up/down through grass.
Reviewed-by: Erik Schilling
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The filter system added while ago used to override the item slot
true order, even when being empty.
I now made the draw ordering change only when the filter is in use.
Reviewed-by: Thorbjørn Lindeijer
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I made sure the manaserv based custom server don't get deleted
when running a manaserv-less client session.
Reviewed-by: Thorbjørn Lindeijer
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The scaled wallpaper looks quite a bit better when linear texture
smoothing is applied, and I could not measure a significant difference
in framerate from setting the texture filter to GL_NEAREST. Hence it
seems not necessary to me to introduce the smoothing as an option.
The default value for GL_TEXTURE_MIN_FILTER is GL_NEAREST_MIPMAP_LINEAR
and the default for GL_TEXTURE_MAG_FILTER is GL_LINEAR. These make sure
that the texture is reasonably smoothed by using the weighted average of
the nearest four pixels.
Reviewed-by: Erik Schilling
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This shopping mechanism is not supported by this client at the moment,
and it's annoying to have these turn up in whispers.
Reviewed-by: Stefan Beller
Reviewed-by: Erik Schilling
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Now it searches for the smallest wallpaper that is at least as large as
the screen, since downscaling is preferred to upscaling. When not found,
it will go with the largest available wallpaper.
Previously, the algorithm preferred upscaling, but didn't bother
searching for the largest available one, but would pick a random image.
It would also revert to the default Mana wallpaper when no image was
small enough to fit on the screen.
Reviewed-by: Erik Schilling
Reviewed-by: Yohann Ferreira
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+ Fixed disabling of use button when possible
Reviewed-by: bjorn.
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* Changes were made to the way BrowserBox does colors that the help files
were not adapted to. For example, there is no more ##P for choosing the
previous color and applying a color changes it persistently rather than
returning to default text color after each line wrap. Rather than changing
the behavior of BrowserBox back I've just adapted the help files.
* Set a monospace font on the Help window because this was originally the
case and the text still relies on that for its layout.
* zlib and CSV support was already cherry-picked into 0.5.1 so it is removed
from the 0.6.0 changelog.
Reviewed-by: Erik Schilling
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Reviewed-by: Erik Schilling
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